From: Paul Berry Date: Sun, 1 Sep 2013 03:56:06 +0000 (-0700) Subject: i965/vs: Move vs-specific code out of brw_vec4_visitor.cpp. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=ae79e3332eca5c8024c894c7c7689bfbf3311038;p=mesa.git i965/vs: Move vs-specific code out of brw_vec4_visitor.cpp. This patch creates a new file brw_vec4_vs_visitor.cpp, to contain code that is specific to the vertex shader. Now the organization of vertex shader and geometry shader visitor code is symmetric: vs-specific code is in brw_vec4_vs_visitor.cpp, gs-specific code is in brw_vec4_gs_visitor.cpp, and code shared between vs and gs is in brw_vec4_visitor.cpp. Acked-by: Kenneth Graunke --- diff --git a/src/mesa/drivers/dri/i965/Makefile.sources b/src/mesa/drivers/dri/i965/Makefile.sources index 1f3abacf036..5299d0d9ae0 100644 --- a/src/mesa/drivers/dri/i965/Makefile.sources +++ b/src/mesa/drivers/dri/i965/Makefile.sources @@ -94,6 +94,7 @@ i965_FILES = \ brw_vec4_reg_allocate.cpp \ brw_vec4_visitor.cpp \ brw_vec4_vp.cpp \ + brw_vec4_vs_visitor.cpp \ brw_vs.c \ brw_vs_state.c \ brw_vs_surface_state.c \ diff --git a/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp b/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp index e3bbf91aad6..ca52fd39c87 100644 --- a/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp +++ b/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp @@ -22,12 +22,8 @@ */ #include "brw_vec4.h" -#include "brw_vs.h" #include "glsl/ir_uniform.h" extern "C" { -#include "main/context.h" -#include "main/macros.h" -#include "program/prog_parameter.h" #include "program/sampler.h" } @@ -916,146 +912,6 @@ with_writemask(dst_reg const & r, int mask) return result; } -void -vec4_vs_visitor::emit_prolog() -{ - dst_reg sign_recovery_shift; - dst_reg normalize_factor; - dst_reg es3_normalize_factor; - - for (int i = 0; i < VERT_ATTRIB_MAX; i++) { - if (vs_prog_data->inputs_read & BITFIELD64_BIT(i)) { - uint8_t wa_flags = vs_compile->key.gl_attrib_wa_flags[i]; - dst_reg reg(ATTR, i); - dst_reg reg_d = reg; - reg_d.type = BRW_REGISTER_TYPE_D; - dst_reg reg_ud = reg; - reg_ud.type = BRW_REGISTER_TYPE_UD; - - /* Do GL_FIXED rescaling for GLES2.0. Our GL_FIXED attributes - * come in as floating point conversions of the integer values. - */ - if (wa_flags & BRW_ATTRIB_WA_COMPONENT_MASK) { - dst_reg dst = reg; - dst.type = brw_type_for_base_type(glsl_type::vec4_type); - dst.writemask = (1 << (wa_flags & BRW_ATTRIB_WA_COMPONENT_MASK)) - 1; - emit(MUL(dst, src_reg(dst), src_reg(1.0f / 65536.0f))); - } - - /* Do sign recovery for 2101010 formats if required. */ - if (wa_flags & BRW_ATTRIB_WA_SIGN) { - if (sign_recovery_shift.file == BAD_FILE) { - /* shift constant: <22,22,22,30> */ - sign_recovery_shift = dst_reg(this, glsl_type::uvec4_type); - emit(MOV(with_writemask(sign_recovery_shift, WRITEMASK_XYZ), src_reg(22u))); - emit(MOV(with_writemask(sign_recovery_shift, WRITEMASK_W), src_reg(30u))); - } - - emit(SHL(reg_ud, src_reg(reg_ud), src_reg(sign_recovery_shift))); - emit(ASR(reg_d, src_reg(reg_d), src_reg(sign_recovery_shift))); - } - - /* Apply BGRA swizzle if required. */ - if (wa_flags & BRW_ATTRIB_WA_BGRA) { - src_reg temp = src_reg(reg); - temp.swizzle = BRW_SWIZZLE4(2,1,0,3); - emit(MOV(reg, temp)); - } - - if (wa_flags & BRW_ATTRIB_WA_NORMALIZE) { - /* ES 3.0 has different rules for converting signed normalized - * fixed-point numbers than desktop GL. - */ - if (_mesa_is_gles3(ctx) && (wa_flags & BRW_ATTRIB_WA_SIGN)) { - /* According to equation 2.2 of the ES 3.0 specification, - * signed normalization conversion is done by: - * - * f = c / (2^(b-1)-1) - */ - if (es3_normalize_factor.file == BAD_FILE) { - /* mul constant: 1 / (2^(b-1) - 1) */ - es3_normalize_factor = dst_reg(this, glsl_type::vec4_type); - emit(MOV(with_writemask(es3_normalize_factor, WRITEMASK_XYZ), - src_reg(1.0f / ((1<<9) - 1)))); - emit(MOV(with_writemask(es3_normalize_factor, WRITEMASK_W), - src_reg(1.0f / ((1<<1) - 1)))); - } - - dst_reg dst = reg; - dst.type = brw_type_for_base_type(glsl_type::vec4_type); - emit(MOV(dst, src_reg(reg_d))); - emit(MUL(dst, src_reg(dst), src_reg(es3_normalize_factor))); - emit_minmax(BRW_CONDITIONAL_G, dst, src_reg(dst), src_reg(-1.0f)); - } else { - /* The following equations are from the OpenGL 3.2 specification: - * - * 2.1 unsigned normalization - * f = c/(2^n-1) - * - * 2.2 signed normalization - * f = (2c+1)/(2^n-1) - * - * Both of these share a common divisor, which is represented by - * "normalize_factor" in the code below. - */ - if (normalize_factor.file == BAD_FILE) { - /* 1 / (2^b - 1) for b=<10,10,10,2> */ - normalize_factor = dst_reg(this, glsl_type::vec4_type); - emit(MOV(with_writemask(normalize_factor, WRITEMASK_XYZ), - src_reg(1.0f / ((1<<10) - 1)))); - emit(MOV(with_writemask(normalize_factor, WRITEMASK_W), - src_reg(1.0f / ((1<<2) - 1)))); - } - - dst_reg dst = reg; - dst.type = brw_type_for_base_type(glsl_type::vec4_type); - emit(MOV(dst, src_reg((wa_flags & BRW_ATTRIB_WA_SIGN) ? reg_d : reg_ud))); - - /* For signed normalization, we want the numerator to be 2c+1. */ - if (wa_flags & BRW_ATTRIB_WA_SIGN) { - emit(MUL(dst, src_reg(dst), src_reg(2.0f))); - emit(ADD(dst, src_reg(dst), src_reg(1.0f))); - } - - emit(MUL(dst, src_reg(dst), src_reg(normalize_factor))); - } - } - - if (wa_flags & BRW_ATTRIB_WA_SCALE) { - dst_reg dst = reg; - dst.type = brw_type_for_base_type(glsl_type::vec4_type); - emit(MOV(dst, src_reg((wa_flags & BRW_ATTRIB_WA_SIGN) ? reg_d : reg_ud))); - } - } - } -} - - -dst_reg * -vec4_vs_visitor::make_reg_for_system_value(ir_variable *ir) -{ - /* VertexID is stored by the VF as the last vertex element, but - * we don't represent it with a flag in inputs_read, so we call - * it VERT_ATTRIB_MAX, which setup_attributes() picks up on. - */ - dst_reg *reg = new(mem_ctx) dst_reg(ATTR, VERT_ATTRIB_MAX); - vs_prog_data->uses_vertexid = true; - - switch (ir->location) { - case SYSTEM_VALUE_VERTEX_ID: - reg->writemask = WRITEMASK_X; - break; - case SYSTEM_VALUE_INSTANCE_ID: - reg->writemask = WRITEMASK_Y; - break; - default: - assert(!"not reached"); - break; - } - - return reg; -} - void vec4_visitor::visit(ir_variable *ir) @@ -2780,30 +2636,6 @@ align_interleaved_urb_mlen(struct brw_context *brw, int mlen) return mlen; } -void -vec4_vs_visitor::emit_urb_write_header(int mrf) -{ - /* No need to do anything for VS; an implied write to this MRF will be - * performed by VS_OPCODE_URB_WRITE. - */ - (void) mrf; -} - -vec4_instruction * -vec4_vs_visitor::emit_urb_write_opcode(bool complete) -{ - /* For VS, the URB writes end the thread. */ - if (complete) { - if (INTEL_DEBUG & DEBUG_SHADER_TIME) - emit_shader_time_end(); - } - - vec4_instruction *inst = emit(VS_OPCODE_URB_WRITE); - inst->urb_write_flags = complete ? - BRW_URB_WRITE_EOT_COMPLETE : BRW_URB_WRITE_NO_FLAGS; - - return inst; -} /** * Generates the VUE payload plus the necessary URB write instructions to @@ -2894,15 +2726,6 @@ vec4_visitor::emit_vertex() } } -void -vec4_vs_visitor::emit_thread_end() -{ - /* For VS, we always end the thread by emitting a single vertex. - * emit_urb_write_opcode() will take care of setting the eot flag on the - * SEND instruction. - */ - emit_vertex(); -} src_reg vec4_visitor::get_scratch_offset(vec4_instruction *inst, @@ -3258,21 +3081,6 @@ vec4_visitor::~vec4_visitor() } -vec4_vs_visitor::vec4_vs_visitor(struct brw_context *brw, - struct brw_vs_compile *vs_compile, - struct brw_vs_prog_data *vs_prog_data, - struct gl_shader_program *prog, - struct brw_shader *shader, - void *mem_ctx) - : vec4_visitor(brw, &vs_compile->base, &vs_compile->vp->program.Base, - &vs_compile->key.base, &vs_prog_data->base, prog, shader, - mem_ctx, INTEL_DEBUG & DEBUG_VS), - vs_compile(vs_compile), - vs_prog_data(vs_prog_data) -{ -} - - void vec4_visitor::fail(const char *format, ...) { diff --git a/src/mesa/drivers/dri/i965/brw_vec4_vs_visitor.cpp b/src/mesa/drivers/dri/i965/brw_vec4_vs_visitor.cpp new file mode 100644 index 00000000000..1f5cc25124c --- /dev/null +++ b/src/mesa/drivers/dri/i965/brw_vec4_vs_visitor.cpp @@ -0,0 +1,225 @@ +/* + * Copyright © 2013 Intel Corporation + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice (including the next + * paragraph) shall be included in all copies or substantial portions of the + * Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + + +#include "brw_vs.h" +#include "main/context.h" + + +namespace brw { + +void +vec4_vs_visitor::emit_prolog() +{ + dst_reg sign_recovery_shift; + dst_reg normalize_factor; + dst_reg es3_normalize_factor; + + for (int i = 0; i < VERT_ATTRIB_MAX; i++) { + if (vs_prog_data->inputs_read & BITFIELD64_BIT(i)) { + uint8_t wa_flags = vs_compile->key.gl_attrib_wa_flags[i]; + dst_reg reg(ATTR, i); + dst_reg reg_d = reg; + reg_d.type = BRW_REGISTER_TYPE_D; + dst_reg reg_ud = reg; + reg_ud.type = BRW_REGISTER_TYPE_UD; + + /* Do GL_FIXED rescaling for GLES2.0. Our GL_FIXED attributes + * come in as floating point conversions of the integer values. + */ + if (wa_flags & BRW_ATTRIB_WA_COMPONENT_MASK) { + dst_reg dst = reg; + dst.type = brw_type_for_base_type(glsl_type::vec4_type); + dst.writemask = (1 << (wa_flags & BRW_ATTRIB_WA_COMPONENT_MASK)) - 1; + emit(MUL(dst, src_reg(dst), src_reg(1.0f / 65536.0f))); + } + + /* Do sign recovery for 2101010 formats if required. */ + if (wa_flags & BRW_ATTRIB_WA_SIGN) { + if (sign_recovery_shift.file == BAD_FILE) { + /* shift constant: <22,22,22,30> */ + sign_recovery_shift = dst_reg(this, glsl_type::uvec4_type); + emit(MOV(with_writemask(sign_recovery_shift, WRITEMASK_XYZ), src_reg(22u))); + emit(MOV(with_writemask(sign_recovery_shift, WRITEMASK_W), src_reg(30u))); + } + + emit(SHL(reg_ud, src_reg(reg_ud), src_reg(sign_recovery_shift))); + emit(ASR(reg_d, src_reg(reg_d), src_reg(sign_recovery_shift))); + } + + /* Apply BGRA swizzle if required. */ + if (wa_flags & BRW_ATTRIB_WA_BGRA) { + src_reg temp = src_reg(reg); + temp.swizzle = BRW_SWIZZLE4(2,1,0,3); + emit(MOV(reg, temp)); + } + + if (wa_flags & BRW_ATTRIB_WA_NORMALIZE) { + /* ES 3.0 has different rules for converting signed normalized + * fixed-point numbers than desktop GL. + */ + if (_mesa_is_gles3(ctx) && (wa_flags & BRW_ATTRIB_WA_SIGN)) { + /* According to equation 2.2 of the ES 3.0 specification, + * signed normalization conversion is done by: + * + * f = c / (2^(b-1)-1) + */ + if (es3_normalize_factor.file == BAD_FILE) { + /* mul constant: 1 / (2^(b-1) - 1) */ + es3_normalize_factor = dst_reg(this, glsl_type::vec4_type); + emit(MOV(with_writemask(es3_normalize_factor, WRITEMASK_XYZ), + src_reg(1.0f / ((1<<9) - 1)))); + emit(MOV(with_writemask(es3_normalize_factor, WRITEMASK_W), + src_reg(1.0f / ((1<<1) - 1)))); + } + + dst_reg dst = reg; + dst.type = brw_type_for_base_type(glsl_type::vec4_type); + emit(MOV(dst, src_reg(reg_d))); + emit(MUL(dst, src_reg(dst), src_reg(es3_normalize_factor))); + emit_minmax(BRW_CONDITIONAL_G, dst, src_reg(dst), src_reg(-1.0f)); + } else { + /* The following equations are from the OpenGL 3.2 specification: + * + * 2.1 unsigned normalization + * f = c/(2^n-1) + * + * 2.2 signed normalization + * f = (2c+1)/(2^n-1) + * + * Both of these share a common divisor, which is represented by + * "normalize_factor" in the code below. + */ + if (normalize_factor.file == BAD_FILE) { + /* 1 / (2^b - 1) for b=<10,10,10,2> */ + normalize_factor = dst_reg(this, glsl_type::vec4_type); + emit(MOV(with_writemask(normalize_factor, WRITEMASK_XYZ), + src_reg(1.0f / ((1<<10) - 1)))); + emit(MOV(with_writemask(normalize_factor, WRITEMASK_W), + src_reg(1.0f / ((1<<2) - 1)))); + } + + dst_reg dst = reg; + dst.type = brw_type_for_base_type(glsl_type::vec4_type); + emit(MOV(dst, src_reg((wa_flags & BRW_ATTRIB_WA_SIGN) ? reg_d : reg_ud))); + + /* For signed normalization, we want the numerator to be 2c+1. */ + if (wa_flags & BRW_ATTRIB_WA_SIGN) { + emit(MUL(dst, src_reg(dst), src_reg(2.0f))); + emit(ADD(dst, src_reg(dst), src_reg(1.0f))); + } + + emit(MUL(dst, src_reg(dst), src_reg(normalize_factor))); + } + } + + if (wa_flags & BRW_ATTRIB_WA_SCALE) { + dst_reg dst = reg; + dst.type = brw_type_for_base_type(glsl_type::vec4_type); + emit(MOV(dst, src_reg((wa_flags & BRW_ATTRIB_WA_SIGN) ? reg_d : reg_ud))); + } + } + } +} + + +dst_reg * +vec4_vs_visitor::make_reg_for_system_value(ir_variable *ir) +{ + /* VertexID is stored by the VF as the last vertex element, but + * we don't represent it with a flag in inputs_read, so we call + * it VERT_ATTRIB_MAX, which setup_attributes() picks up on. + */ + dst_reg *reg = new(mem_ctx) dst_reg(ATTR, VERT_ATTRIB_MAX); + vs_prog_data->uses_vertexid = true; + + switch (ir->location) { + case SYSTEM_VALUE_VERTEX_ID: + reg->writemask = WRITEMASK_X; + break; + case SYSTEM_VALUE_INSTANCE_ID: + reg->writemask = WRITEMASK_Y; + break; + default: + assert(!"not reached"); + break; + } + + return reg; +} + + +void +vec4_vs_visitor::emit_urb_write_header(int mrf) +{ + /* No need to do anything for VS; an implied write to this MRF will be + * performed by VS_OPCODE_URB_WRITE. + */ + (void) mrf; +} + + +vec4_instruction * +vec4_vs_visitor::emit_urb_write_opcode(bool complete) +{ + /* For VS, the URB writes end the thread. */ + if (complete) { + if (INTEL_DEBUG & DEBUG_SHADER_TIME) + emit_shader_time_end(); + } + + vec4_instruction *inst = emit(VS_OPCODE_URB_WRITE); + inst->urb_write_flags = complete ? + BRW_URB_WRITE_EOT_COMPLETE : BRW_URB_WRITE_NO_FLAGS; + + return inst; +} + + +void +vec4_vs_visitor::emit_thread_end() +{ + /* For VS, we always end the thread by emitting a single vertex. + * emit_urb_write_opcode() will take care of setting the eot flag on the + * SEND instruction. + */ + emit_vertex(); +} + + +vec4_vs_visitor::vec4_vs_visitor(struct brw_context *brw, + struct brw_vs_compile *vs_compile, + struct brw_vs_prog_data *vs_prog_data, + struct gl_shader_program *prog, + struct brw_shader *shader, + void *mem_ctx) + : vec4_visitor(brw, &vs_compile->base, &vs_compile->vp->program.Base, + &vs_compile->key.base, &vs_prog_data->base, prog, shader, + mem_ctx, INTEL_DEBUG & DEBUG_VS), + vs_compile(vs_compile), + vs_prog_data(vs_prog_data) +{ +} + + +} /* namespace brw */